• Title/Summary/Keyword: User Experience-based Design

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Emotional Palette: Mapping Affective User experience Elements based on Trend (Emotional Palette: Trend에 따른 감성적 사용자 경험 요소 매핑)

  • Jeon, Myoung-Hoon;Lee, Ju-Hwan;Yang, Jung-Min;Heo, U-Beom;Lim, Tae-Hoon;Ahn, Jung-Hee;Kim, Jin
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.451-455
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    • 2008
  • Emotional design gets more and more important. However, the systematical approaches to integration of user experience elements in product design have been rarely tried. This study consists of three parts. We extracted affective words fitting to design direction based on trend analysis. Then, user experience elements were matched with affective words. Finally, a prototype system was made to guide designing affective factors in electronic products. In the present study, user experience elements were defined as color, material & finishing, and sound. Through various documents analysis and trend analysis, trend analysis experts and user experience designers extracted 31 affective keywords which could fully reflect current trend. After paired-comparison of selected keywords, 2 sensibility dimensions were obtained by multidimensional scaling. Trend affective keywords could be explained by 2 dimensions of human-centered' vs. 'techno-centered' and 'warm vs. cool'. Next, user experience elements stimuli were matched with each keyword by user direct positioning on the 2 dimensions affective map. Based on the result of the experiment, the prototype system was developed for the product designers. The results of the current study could guide designers to design emotionally satisfactory products.

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A Study on Design for the Interactive VR Fashion Show (상호작용 기반의 VR 패션쇼 디자인 설계)

  • Ahn, Duck Ki;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.25-34
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    • 2020
  • This study is a VR system design designed to evaluate the impact of interaction on user experience analyzed by developer's perspective for the interactive VR fashion show. In the VR fashion show design, we produced an interactive system through the four interactive elements of camera viewpoint, cloth, effects, and sound. The interactive design system is proposed based on three application facto rs in VR space design: speed, range, and mapping. The study focused on the user experience based on format conversion to apply the Unity3D engine using 3D model, animation, 2D UI design, and simulation.

Elements for Evaluating the Usability of the Web-Based Infographic Design (웹 기반 인포그래픽 디자인을 위한 사용성 평가 요소)

  • Kwon, Hyo-Jeong
    • Journal of Korea Multimedia Society
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    • v.16 no.7
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    • pp.879-887
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    • 2013
  • In the recently diversified web environment, the existing methodologies for studying and evaluating the usability of infographics have limit in being applied to new user experience environment. To ensure effective web design that considers various user environments, research needs to be done for such usability of infographics that executes 'simplification and compression of information'. The purpose of this study is to understand the expandability of web-based infographic design, re-establish its concept, and produce the elements involved in the usability evaluation to come up with effective data on user experience. It is expected that this study will be used as a basic research for elucidating the connection to type-based or experienced-based data through convergence of various areas of information technology in the continuously transforming smart media environment.

Improved control structure to enhance user experience of smart phone (스마트 폰의 사용자 경험 증진을 위한 컨트롤 구조개선)

  • Lee, Youngju
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.163-170
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    • 2017
  • As the usage of smart phones continues to increase, the control UI, which users have to continue to use, sometimes finds a heavy burden on users. Therefore, in this study, we have studied the control user interface structure along with the theoretical background of the control user interface, and we have studied the role and usage of the control component based on it. Typical commonly used controls are button controls for transmission, selection controls for various selections, link controls for navigation, text controls for inputting characters, indicator controls for feedback on progress, A message control that displays information about warnings and errors, and a window control such as a dialog box. The structure of the control should be designed according to the use of the separated control to help the user efficiently use the control user interface. Based on the analysis of the theoretical usage of representative components belonging to the separated controls, we presented a new and correct way to use the control to improve the user experience. The use of improved control components will help to design the control structure efficiently and to improve the user experience.

User Experience Design of Interior Driving Sound for Electric Vehicle : Focusing on the Contextual Information and Quietness (전기자동차 실내 주행 사운드의 사용자 경험 디자인 : 맥락정보성과 정숙성을 중심으로)

  • Lee, Dahye;Shim, Hye Rin;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.14-24
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    • 2016
  • Recently, the sound design of the electric vehicle has emerged as one of the new research objects. This study was conducted to explore and examine major values of interior driving sound of the electric vehicle from the perspective of user experience. An exploratory study based on the ground theory extracted contextual information and quietness as independent variables, and then we analyzed the main and interaction effects of those two variables on the usefulness, emotion, and satisfaction through a $2{\times}2$ factorial experimental design. The experimental study demonstrated that the effect on the user experience of electric vehicle can be conditioned by the combination of contextual information sound and quietness. Based on the results of this study, we suggested future research agendas for the optimization of user needs which reflect individual preference of interior driving sound values.

Digital transformation in terms of user experience design - Focusing on Starbucks case (사용자 경험 디자인 측면에서의 디지털 트랜스포메이션 - 스타벅스 사례를 중심으로)

  • Choi, Ye-Na;Heo, So-Yeon;Kim, Min-Gyeong;Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.715-725
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    • 2022
  • With the development of digital technology related to mobile, cloud, IoT, even traditional businesses have began to develop strategies for digital transformation. This is regarded as a very important part for business sustainability. However, many of these attempts are being conducted from the management point of view, and there has been little research on user experience design for digital transformation. In this study, Starbucks, which started a offline store business and expanded its experience with online services, was selected as a representative case and user research was conducted on it. Through an usability evaluation and post-task interviews of the Starbucks mobile application users, we discovered important issues of user experience to consider when transforming and expanding services online from offline. Based on the findings, the considersations for designing online user experience were discussed and proposed. These are expected to contribute to the process of researching and implementing digital transformation.

A study on factors affecting user experience in Korean independent bookstores (지역 서점에서 사용자 경험에 영향을 미치는 요인에 관한 연구)

  • Joo, Su-Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.371-377
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    • 2019
  • This study is about finding factors affecting user experience satisfaction in Korean local bookstores which are increasing recently. Previous researches are concentrated on the aspect of supplier. However, a study for actual users is needed to help develop bookstore industry. The local bookstores were classified into independent, professional, and complex cultural bookstores. Based on the four realms of an experience by the Experience Economy, this study analyzed the experience factors through questionnaires. As a result of study, the three most significant factors influencing experience satisfaction were identified through regression analysis. It is expected that this study may help develop the local bookstores industry in the future by concentrating on the actual experience of the user and finding out the major experience factors.

Design of Document-HTML Generation Technique for Authorized Electronic Document Communication (공인전자문서 소통을 위한 Document-HTML 문서 생성 기법의 설계)

  • Hwang, Hyun-Cheon;Kim, Woo-Je
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.44 no.1
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    • pp.51-59
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    • 2021
  • Electronic document communication based on a digital channel is becoming increasingly important with the advent of the paperless age. The electronic document based on PDF format does not provide a powerful customer experience for a mobile device user despite replacing a paper document by providing the content integrity and the independence of various devices and software. On the other hand, the electronic document based on HTML5 format has weakness in the content integrity as there is no HTML5 specification for the content integrity despite its enhanced customer experience such as a responsive web technology for a mobile device user. In this paper, we design the Document-HTML, which provides the content integrity and the powerful customer experience by declaring the HTML5 constraint rules and the extended tags to contain the digital signature based on PKI. We analyze the existing electronic document that has been used in the major financial enterprise to develop a sample. We also verify the Document-HTML by experimenting with the sample of HTML electronic communication documents and analyze the PKI equation. The Document-HTML document can be used as an authorized electronic document communication and provide a powerful customer experience in the mobile environment between an enterprise and a user in the future.

A Study on the Characteristics of AI Fashion based on Emotions -Focus on the User Experience- (감성을 기반으로 하는 AI 패션 특성 연구 -사용자 중심(UX) 관점으로-)

  • Kim, Minsun;Kim, Jinyoung
    • Journal of Fashion Business
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    • v.26 no.1
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    • pp.1-15
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    • 2022
  • Digital transformation has induced changes in human life patterns; consumption patterns are also changing to digitalization. Entering the era of industry 4.0 with the 4th industrial revolution, it is important to pay attention to a new paradigm in the fashion industry, the shift from developer-centered to user-centered in the era of the 3rd industrial revolution. The meaning of storing users' changing life and consumption patterns and analyzing stored big data are linked to consumer sentiment. It is more valuable to read emotions, then develop and distribute products based on them, rather than developer-centered processes that previously started in the fashion market. An AI(Artificial Intelligence) deep learning algorithm that analyzes user emotion big data from user experience(UX) to emotion and uses the analyzed data as a source has become possible. By combining AI technology, the fashion industry can develop various new products and technologies that meet the functional and emotional aspects required by consumers and expect a sustainable user experience structure. This study analyzes clear and useful user experience in the fashion industry to derive the characteristics of AI algorithms that combine emotions and technologies reflecting users' needs and proposes methods that can be used in the fashion industry. The purpose of the study is to utilize information analysis using big data and AI algorithms so that structures that can interact with users and developers can lead to a sustainable ecosystem. Ultimately, it is meaningful to identify the direction of the optimized fashion industry through user experienced emotional fashion technology algorithms.

A Study on the Development of Fruit Tree Experience Programs Based on User Segmentation

  • Kwon, O Man;Lee, Junga;Jeong, Daeyoung;Lee, Jin Hee
    • Journal of Environmental Science International
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    • v.27 no.10
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    • pp.865-874
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    • 2018
  • Fruit trees are a key part of agriculture in rural areas and have recently been a part of ecotourism or agrotourism. This study analyzes user segmentation based on user motivation to determine characteristics of potential customers in fruit tree farms, and thereby develop fruit tree experience and educational programs. We conducted a survey of 253 potential customers of fruit tree experience programs in September 2017. Data were evaluated using factor and cluster analyses. The results of the cluster analysis identified four distinct segments based on potential customers' motivations, that is, activity-oriented, learning-oriented, leisure-oriented, and purchase-oriented. These clusters showed that significant differences in the preference of potential customers exist. Different markets were segmented based on the benefits sought by users. The segments' characteristics were identified and activities relevant to each segment were proposed for rural tourism. Lastly, this study suggests directions for development of fruit tree farm experience and educational programs.